• Title/Summary/Keyword: Sports industry

Search Result 553, Processing Time 0.032 seconds

Saengmaeg-san as an ergogenic aid: improving exercise performance

  • Kwak, Jae-Jun;Yook, Jang Soo;Jeong, Woo-Min;Kim, Ji-Sun;Ha, Min-Seong
    • Journal of the Korean Applied Science and Technology
    • /
    • v.37 no.5
    • /
    • pp.1314-1322
    • /
    • 2020
  • Sports drinks help optimize and improve performance by delaying and eliminating the buildup of fatigue-causing substances in the body during exercise. Saengmaeg-san is a nature-friendly traditional beverage that has no side effects on the human body and can quench thirst. However, studies on the relationship between exercise ability and Saengmaeg-san are insufficient. The purpose of this study was to prescribe Saengmaeg-san during the summer training period of 4 weeks and to analyze the effect on body composition and exercise performance. Seventeen male participants were divided into 3 groups (Saengmaeg-san acid intake group [n=9], placebo group [n=8]), and body composition (height, weight, muscle mass, fat mass, BMI) and conducted exercise performance (total exercise time and HRmax). In our study, Saengmaeg-san intake had a positive effect on exercise performance, such as decreased body fat percentage, increased exercise time, and decreased HRmax. Therefore, Saengmaeg-san showed the potential as a sports drink. In the future, additional studies on fatigue-related substances, immune function-markers, and blood lipids are needed in order to clearly explain the change in exercise performance due to consumption of Saengmaeg-san.

The Development of Safety and Functional Snowboard Wear Design - Focus on the Safety Snowboard Pants for the Protection of Hip -

  • Kim, Mun Young
    • Fashion & Textile Research Journal
    • /
    • v.15 no.3
    • /
    • pp.364-370
    • /
    • 2013
  • This research helps secure the safety of snow boarders in an activity that is currently recognized as a minor specific hobby. The research goal is to develop a new board wear product with intensified safety and activity through the development of a safe and convenient snowboard wear that is wearable in ordinary life. The participants consisted of 31 snowboard club members evaluated from January 12 to January 19 at Eden-valley Ski Resort and Phoenix-park Resort in Korea. The result are as follows. First, what domestic snowboard wear consumers consider design difference and brand recognition a significant priority in choosing snowboard wear versus the functionality or safety of clothes. Second, concerning the evaluation of the developed product, they recognize the necessity of safety gear; however, they demand the convenient use of a safety gear with a fixation that can be attached and detached. A unity-type board wear was developed that enables an attachment and detachment that reflects the evaluation results. In conclusion, this research showed various market possibility of board wear into sports casual wear to be able to make it a fashion product through different design and demand of mixing it with general wear rather than functionality or activity, though board wear is a professional sports wear.

A Study on the Difference of Wetsuits Selection Criteria, Demographic Characteristics, Purchasing Behavior according to Lifestyle Factors (라이프 스타일 요인에 따른 웨트슈트(wetsuits) 선택속성, 인구통계적 특성, 구매행동 차이에 관한 연구)

  • Kim, Ji U;Kim, Young Sam
    • Fashion & Textile Research Journal
    • /
    • v.21 no.1
    • /
    • pp.46-58
    • /
    • 2019
  • This study analyzes the effects of lifestyle on wetsuits purchasing behavior and identifies various characteristics among lifestyle groups. A questionnaire survey of 213 domestic consumers with water sport activity and wetsuits experience indicated the following results: 1) Lifestyle factors were analyzed as 6 factors: social relation ships, development orientation, trend & appearance, domestic, positive acknowledgement of hobbies, pursuit of practicality. And the wetsuits selection criteria was 4 factors: wearing fitness, product information, design, reputation. 2) Social relationships, development orientation, positive acknowledgement of hobbies and pursuit of practicality factors had a positive effect fitness. Trend & appearance, development orientation, and pursuit of practicality factors had a positive effect on product information factors ; in addition, development orientation, and trend & appearance, a positive acknowledgement of hobbies factors had a positive effect design factors. Social relationships, trend & appearance, and pursuit of practicality factors had a positive effect on reputation factors. However, trend & appearance factors negatively affected the wearing fitness factors and the positive acknowledgement of hobbies factors had negative effect on product information, reputation factors. 3) The three groups of lifestyle factors showed differences in monthly average purchasing of clothes, average annual purchasing expenditures for water sports related products, number of water sport activity days and frequency, product selection criteria.

Proposal of VO2max estimation formula for elderly men and women using functional performance measurement

  • KWON, Young-Ae;LEE, Wan-Young;KIM, Jun-Su
    • The Korean Journal of Food & Health Convergence
    • /
    • v.8 no.1
    • /
    • pp.21-30
    • /
    • 2022
  • This study proposed a multiple regression equation for predicting VO2max of elderly men and women using functional performance variables required to conduct daily activities. The subjects of this study were 58 elderly men (72.4±5.9 yrs) and 117 elderly women (73.4±4.5 yrs) aged 65-90 who belong to the senior welfare center. The maximal graded exercise test using a cycle ergometer and functional performance representing muscle strength, endurance, static and dynamic flexibility, mobility, and agility were measured. For statistical processing, multiple regression analysis was performed, and the statistical significance level was α = .05. As a result, the VO2max estimation formula for the elderly was 0.419 (standing up and sitting down a chair) + 0.199 (leg endurance against wall) + 5.383, and R2=0.406. In addition, the VO2max estimation formula for elderly women is - 0.737 (standing up from a supine position) - 0.144 (waking around two cones in a figure 8) - 0.135 (%body fat) + 0.042 (one leg balance with eyes open) + 29.395, R2=0.367 was calculated. The conclusion is that if the maximal graded exercise test is not available, it is considered that VO2max of the elderly can be predicted properly by using the estimation formula calculated based on the functional performance variable.

A Study on Reform Case of the Citizen Service Delivery System by using IT : Focused on the Implementation of Public Utility Charges Depreciation Simplification and its Implications (정보기술을 활용한 주민서비스 전달체계 개선사례 연구 : "공공요금 감면절차 간소화" 구현 및 성공요인 중심)

  • Kim, Wan Pyong
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.6 no.3
    • /
    • pp.221-230
    • /
    • 2010
  • Citizens' demand, which has been previously focused on welfare, is now expanding to include elements for higher quality of life such as employment, housing, culture, and sports. Accordingly, the government, with an aim of effectively delivering resident services that satisfy various demands, is committed to transforming the central government-oriented service system into the integrated service system based on public-private partnership. The government is also dedicated to expanding services to 8 areas including not only welfare but also healthcare, employment, housing, education, sports, culture, and tourism, which are directly related to everyday lives of residents. This project is designed to support such reforms in the citizen service delivery system in order to enhance quality of life of local residents. This study is to draw implications from analysis for implementing the citizen service integrated information system in order to reform the citizen service delivery system effectively through examinations and analyses of citizen services provided by the central government. Especially focus on public utility charges depreciation simplification citizen service. Its implications are expected to offer a real contribution for central and local Governments that want to increase the productivity of implementing eGovernment service.

Efficient Management Design for Swimming Exercise Treatment

  • Kim, Kyung-Hun;Kyung, Tae-Won;Kim, Won-Hyun;Shin, Chung-Sick;Song, Young-Jae;Lee, Moo-Yeol;Lee, Hyun-Woo;Cho, Yong-Chan
    • The Korean Journal of Physiology and Pharmacology
    • /
    • v.13 no.6
    • /
    • pp.497-502
    • /
    • 2009
  • Exercise-mediated physical treatment has attracted much recent interest. In particular, swimming is a representative exercise treatment method recommended for patients experiencing muscular and cardiovascular diseases. The present study sought to design a swimming-based exercise treatment management system. A survey questionnaire was completed by participants to assess the prevalence of muscular and cardiovascular diseases among adult males and females participating in swimming programs at sport centers in metropolitan regions of country. Using the Fuzzy Analytic Hierarchy Process (AHP) technique, weighted values of indices were determined, to maximize participant clarity. A patient management system model was devised using information technology. The favorable results are evidence of the validity of this approach. Additionally, the swimming-based exercise management system can be supplemented together with analyses of weighted values considering connectivity between established indices.

Garment Appearance and Formability of Perspiration Absorption and Fast Dry/breathable Fabrics for Sports Wear (스포츠 웨어용 흡한속건 및 투습방수 소재의 의류외관 특성과 형성성능)

  • Kim, Hyun Ah
    • Fashion & Textile Research Journal
    • /
    • v.21 no.5
    • /
    • pp.597-605
    • /
    • 2019
  • This paper examined the garment formability and appearance of perspiration absorption, fast dry, and breathable fabrics. The mechanical properties and seam pucker properties of these fabrics were measured and regression analysis was conducted between fabric structural parameters and their mechanical and seam pucker properties. The superior total appearance value (TAV) of fast dry knitted fabrics for sports-wear was achieved in fabrics with high extensibility and bending rigidity; consequently, it increased with increasing stitch density and tightness factor. The formability of the fast dry knitted fabric also improved with an increasing stitch density and tightness factor. The seam pucker was influenced by bending rigidity and a good seam pucker was exhibited in the fast dry knitted fabrics with low stitch density and tightness factor. However, the formability (F) of the breathable fabric improved by increasing extensibility and bending rigidity that decreased with an increasing cover factor and the thickness of the breathable fabric. In addition, seam pucker deteriorated with an increasing cover factor and the thickness of the breathable fabric, which was similar to the results of the formability predicted in fabric mechanical properties. A superior seam pucker was achieved in fabrics with high extensibility and low bending rigidity.

A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
    • /
    • v.18 no.1
    • /
    • pp.59-80
    • /
    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

  • PDF

Resistance of concrete made of fibers in weight lifting slabs against impact in sports training

  • Zhi Li
    • Structural Engineering and Mechanics
    • /
    • v.86 no.3
    • /
    • pp.325-336
    • /
    • 2023
  • A significant component of many civil constructions such as buildings, reservoirs, bridges, and sports halls, concrete has become increasingly popular due to its versatile properties. Concrete's internal characteristics change due to the use of different types of fibers, including changes in its microstructure, volume, and hole dimensions. Additionally, the type, dimensions, and distribution of fibers in concrete can affect the results of flexural strength tests by affecting its compressive and tensile strength. Due to a lack of information, fiber concrete is a new composite material in the production industry that requires laboratory studies to determine its behavior. This study investigated the bending behavior of multilayer slabs made of concrete reinforced by polyamide-propylene fibers against impact in weight lifting exercises. Results showed that adding fibers to concrete slab samples improved the mechanical properties while replacing them hurt the mechanical properties and failure of polymer fiber-reinforced concrete. On the other hand, adding and replacing fibers increases durability and has a positive effect.

A Study of Servicescape Focused on Taekwondo Gym (태권도장의 서비스스케이프에 대한 연구)

  • Jang, Won-Yong;Choi, Kyoung-Ho;Cho, Won-Ho
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.4
    • /
    • pp.207-216
    • /
    • 2021
  • The purpose of this study was to empirically examine the servicesape focused on Taekwondo gym. More specifically, this study was to investigate the effect of servicescape on gym's image, parents' satisfaction and re-enroll intention. The 250 survey questionnaires were distributed among the trainee's parents of through convenience sampling. Due to the reliability of data, 18 samples were discarded and 232 samples were put to actual analysis. By using SPSS Ver. 21.0, data were analyzed for frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis and multiple regression analysis. The results of the study were as follows. First, the variables of servicescape which was ambient condition, cleanliness and comfort had positive effects on gym's image. Second, the servicescape which was consist of ambient condition, cleanliness, comfort and safety had significantly effects on parents' satisfaction. Third, servicescape which was consist of s ambient condition, cleanliness, comfort and safety had significantly effects on re-enroll intention. This study has a positive meaning in that it confirms the importance of the servicescape of the Taekwondo gym and presents the operation strategy through the servicescape.